The first is the Troll Hole, though I always called it the Sunken City. (partially because "Troll Hole" sounds dumb IMO, partially because that's what I called it as a kid) The Troll Hole is the first of the "Word" dungeons. As the manual (and various townspeople) state, you need to find seven words to finish the game. Each one of these words is at the bottom of a dungeon. They don't change from game to game so if you knew them all in advance you could skip the dungeons completely.
In terms of design the Word Dungeons run the gamut--three are pretty good, three are awful, and one is in the middle--though trending slightly to the annoying. The Troll Hole is that "middle" dungeon.
The Troll Hole's basic concept isn't that bad. In fact it's pretty cool. The "theme" is visible right out the gate:
Nice concept, annoying terrain. |
The Troll Hole is an underground troll city, complete with roads, buildings, storehouses, a mansion of sorts, even a garden/central meeting place. However by order of the shogun the city was completely flooded. A lot of the water drained, leaving fetid stagnant pools behind. And as you can see from the above screenshot, there's swampy terrain everywhere.
That swampy terrain is what makes the Troll Hole an annoying place to visit. Swamp only does 1HP damage to the party per step, but that adds up, and unlike fire or acid, there's no way to mitigate the damage. The shortest route to the bottom of the dungeon requires you to step through over 150 tiles of swamp--more than enough to kill all but very high level characters. And that's not even figuring in combats or getting back out.
So there's going to be a lot of resting being done in here. You definitely want your food stores at full before taking on the dungeon, though that can be supplemented with a Shizen's TABEMONO spell.
The first level of the Troll Hole is remarkably empty:
As you can see from the map, there's a grand total of two secrets in the whole level; one secret door in the middle of the floor that leads to a pathway with four treasures, and an illusion wall that leads to another small batch of chests. I skipped the secret door entirely, rather than waste HP trying to find a secret door for a mere four chests/pots. I didn't bypass this pool though:
Didn't do any good though. |
Nearly all of the water in the Troll Hole is "bad" water and will make you sick. There are a few minor exceptions, and this is one. Generally, if you're looking for "good" water that could possibly raise stats, it's more likely to be in a single isolated tile of it like it is here.
I decided to go for the second treasure area on this level; I also camped for a good long while there. I lost a lot of food in the process, but Gio's TABEMONO spell on the grass tile alleviated that to an extent. On the way back I ran into one of the eponymous trolls of the area:
There are many, many trolls here. |
The second level of the Troll hole is similar to the first:
A lot of swamp terrain, a lot of foul water. There are three "good" pools of water but one of them is behind so much swamp that I skipped it. There are two secrets on this level, both illusionary walls. The first leads to a small treasure chamber, but the second, in a nondescript hallway, is needed to find the way down to the next level. Fortunately the devs were kind enough to put this latter illusionary wall by a grass tile rather than a swamp tile. The natural tendency in the Troll Hole is not to search for secret doors on a swamp tile; if you run into a wall or otherwise fail to find a secret door, you continue to take damage each turn.
That's actually a small mercy in this dungeon; with one exception, every required secret is by a grass tile rather than a swamp tile. That doesn't stop the irritation of draining HP exploring around dead-ends if you're navigating this dungeon without a map though.
There is one interesting feature on this floor, a troll temple:
This doesn't mean anything, it's just flavor text |
By the time I reached level 3 my party was seriously injured from the swamps and needed to rest:
I figured that little dead-end by the up stairway would be a good place to rest as it's tricky to path to. I was wrong, and was ambushed by trolls and Kaibu constantly. My food was also hovering around the mid-60s party-wise which wasn't good; I've got 6 more levels to go counting the way back up.
As you can see from this map, there are a lot of dead ends. Especially dead ends blocked by water. You can take some prime shortcuts with that Genkai spell I didn't have yet, otherwise you may find yourself backtracking a lot. There's some good treasure here too. Normally I wouldn't go out of my way to get to the treasure areas in the swamps but this is worth it. On the way there I tried one of those "good" pools in hope that one of Shuten's physical stats would be boosted but got an unexpected result:
Well, I guess "sex" could count as a stat... |
By the time I made it to the next floor, with all the resting and healing, my food was in the upper 40s/low 50s, though I boosted that into the 70s with TABEMONO spells. I decided I was OKish to keep going but that was borderline; if I didn't have a Shizen to create more I would have had to leave and restock food. Down to the next floor:
The most noticeable thing on this floor is the sparsity of "safe" tiles. The other noticable thing is there is a lot of treasure to be found, but it's all behind secret doors. There's one treasure trove behind two secret doors in a palace of sorts in the northeast corner of the level. Notice there's one coffin in the middle of a lot of other coffers--a sole coffin is often bad news in Deathlord, as we saw in the newbie dungeon. As is the case here:
I was extremely lucky that all three Banshees attacked and missed, instead of doing something else. |
Around the fountain with the "good" water tile in the south-center of the level, I decided to take my chances and go for a shortcut with Tomoe's UGOKU spell. It took a couple of castings but I eventually ended up here:
Lucky! |
More importantly I was much closer to the main goal of this dungeon, the word that I needed. It's on a sign that seems inaccessible. There's a trick to reading this word, and an easy and a hard way to get to it.
Well, there it is, now how do I read it? |
This could be 不信, (distrust) 不振, (non-prosperous) or 不審 (suspicious). Don't know which. |
Now, before I leave, there's one more oddity about this dungeon I can demonstrate here. (with a little cheating to artificially boost my party's levels) There are actually multiple dungeons that you can do this, and it has to do with the way that dungeons in Deathlord are constructed. As you can see from the maps so far, dungeon level are generally 32 x 32 tile affairs while towns are 64 x 64 instead. In fact, however, dungeons are also 64 x 64 areas, just four separate 32 x 32 areas stitched together as A, B, C, and D. Below is the actual full map of the Troll Hole, divided into four 32 x 32 quadrants:
Now, why they didn't just shift this whole dungeon over one tile right I don't know. But you can see that on level 4 and 2, there are actually a few tiles that bleed into what would be 3 and 1. This doesn't matter really for the most part. But there's a level 6 Mahotsukai spell, UNPAN, which will teleport you up or down levels, to the exact same equivalent tile. In other words if you cast UNPAN up one level on level 4, you're really just being moved 32 tiles to the left. So what happens if you cast this spell while standing on one of those "overlapping" tiles, like this?
Cheating Tomoe's level up so she can cast the spell... |
The answer is, it teleports you straight off the map:
Level...0? |
Anyhow, restoring the game to a non-cheated state, it's a long slog back to the surface. I used Tomoe's UGOKU spell several times successfully to take shortcuts (and one unfortunate casting that put me in an even worse spot) but made it out of the dungeon with my food in the 20s. I think I cleared that dungeon with the bare minimum in terms of levels--the fights weren't particularly difficult but I can't imagine having survived that without level 4 Shisai, Shizen, and Mahotsukai spells.
Next up was the other dungeon on Chigaku, Shumi's Tower, but I needed to restock first. Irritatingly enough there are no food merchants on the entire continent so I had to sail all the way back to Kodan. While there I also trained my characters up two levels; they were all ready for the first and really close to the second so a little "exercise" in the Yakuza guild pushed them over the edge.
Heading back to Chigaku I entered Shumi's tower and got an immediate "welcome":
Ghouls paralyze--fortunately Shigeko had the MOTUNASU spell. |
Dispatching the ghouls, I checked out the sign which read "Welcome to the tower of Shumi, come in and add to my collection of undead." If that wasn't enough of an indication, the theme of this dungeon is pretty clear--a necromancer's tower full of undead.
There are two notable features of the first floor. The first is the teleport-maze-in-darkness on the west half. As teleport mazes go, this one's not too bad; it's obvious when you get teleported and it's fairly simple. After your first teleport to the fake door, it's clear you need to start searching for secrets--in this case, illusion walls.
Speaking of fake doors, you should always try to lockpick a closed door when you come across one, whether or not you have a lockpick. If if you try to pick the lock of a fake door, you'll get the message "Nothing there!" instead of "Failed!" or "No Lockpick!" If I get either of those messages I know I'm OK to smash into the door. Otherwise you may find yourself smashing into a wall over and over.
At the end of the teleport maze I get a cryptic hint:
What does this mean? |
The other feature on this floor is the big maze in the southeast of the level. It's concealed by a secret door, though it's not hard to find when you otherwise map the level, as there's a huge empty area in a whole quadrant of the tower that sticks out like a sore thumb. This maze is an unfortunate feature that's all-too-common in Deathlord: the illusionary wall maze.
This is what you typically see in the middle of a illusion wall maze. |
As illusion-wall dungeons go, though, this one is fairly tame, and I found the stairway down without too much trouble. (Even though this is a tower, I suspect the way dungeons are stored in Deathlord forced the use of "down" stairways rather than "up" stairways)
The second floor starts immediately with a pit trap that I missed. Climbing out I read the nearby sign which is a boring "go back." Almost immediately thereafter was the way to the next level. There isn't another way down; you can skip the rest of this floor immediately if you want. Of course I wasn't going to.
Going anywhere else in this level requires walking through fire, though. Fortunately I have the HITATE spell:
No damage - this is why you want a Shizen. |
Nope, not worth it. |
There's a secret passageway on the west hallway though that leads me to an area where the teleport might work:
Despite being in a necromancer's lair, these coffins are either empty or have treasure. |
Not funny, Deathlord. |
That's a Shadow. They're like Wraiths, only not as nasty since they paralyze instead of drain levels. |
Teleporting out of here took forever; I had to rest twice to get Tomoe's MP back up to snuff. I decided to ignore the opposite treasure chamber entirely and go up to the next level.
The third floor starts with a dark corridor surrounding a room with a sole "good" pool. I decided I'd keep drinking these with Shuten until she returns to being a he. It didn't work this time, and refilled her HP instead. There are four adjoining doors, two that lead to apparent dead ends, one that leads to a room full of treasure coffins, and one that leads to a hallway with a chute down to the next floor.
You might notice from the map that a lot of the areas seem entirely inaccessible; the northeast and southeast quadrants. Theoretically you could use the dark corridor on the west side to get to the east side, but that would require you to get past the chute somehow. Those two areas of this level in fact are inaccessible without a teleport spell of some sort. I couldn't get into the southeast side reliably with UGOKU but I was able to get into that cemetary:
Those guys below the Wraiths are Mummies. They can disease you--yet another reason to have a Shizen. |
There are plenty of secrets here, and the stairs to the next level are behind one of them. There's also another "good" pool here, where I made a discovery that I never had previously:
I didn't think this was possible. |
I almost want to go back and edit that character creation post because this changes the calculus a lot for racial choice. However, there's so much randomness with the pools that this is kind of on the min-maxing side. But if I keep drinking from the pools with Shuten she'll end up a force to be reckoned with.
As you can see from the map, there are two ways down to the next level. One is that chute, and the second is the staircase in the northeast with a sign saying "Your doom awaits" next to it. At first I went down that staircase:
Nope! |
Out of the frying pan... |
After taking on the Phantoms, I used the HITATE spell to get through the fire and through the door on the other side, only to find it was a dead-end:
Ugh. |
So it's back through the flames, where I found a secret door out into the rest of the level proper:
As you can see from this map, there's no way I'm getting out of here without going through those Rakhamon's Curtains in the northeast. This level is actually pretty empty--plenty of wandering monsters, but there aren't a lot of features. There are some treasure chambers behind draining walls with coffins that clearly contain undead (Vampires in this case) which I ignored, and then Shumi's chambers themselves. Those are hidden; the standard way in is through the north. There are tons of pits--damaging ones--on the way, and a few warning signs. Finally I got to Shumi's chamber:
Looks like the end of this dungeon... |
Son of a... |
There were some undead guards in here too. |
Shumi, of course, is just a Necromancer, and easy pickings for my party. He went down very quickly. However...there's no reward for killing Shumi, other than you own personal satisfaction. Now I just had to get out. Unfortunately there doesn't look like there's any way out other than through those Rakhamon's Curtains. Fortunately there's a secret door that will let you out through two rather than four of them, but that's still enough to bring your party down to 25% strength. On the other hand, once you get up to the 3rd floor, it's very easy and quick to get out, which I did with little difficulty. Everyone was ready to go up a level too by the time I made it.
For all its nastiness and dirty tricks, I kind of like the Tower of Shumi. It's got a good theme going with it, and dumb monkey cheese like the "door storage" area aside, the traps and tricks seem fitting for the lair of an evil necromancer. It's not easy by any stretch of the imagination--and I reset the game more than a few times in this run after a few unlucky level drains--but it's one of the better dungeons in the game.
With that, I'm done with Chigaku. I didn't have a concrete destination after this yet--I knew that I had to find a lagoon somewhere but it's not listed on the "default" map. Before I try to search for other continents, I think I'll try to go to the few on the packaged map that I haven't visited yet first. But that'll be in next post.
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